Bounty Hunter THE COMMANDO Bedienungsanleitung Seite 102

  • Herunterladen
  • Zu meinen Handbüchern hinzufügen
  • Drucken
  • Seite
    / 124
  • Inhaltsverzeichnis
  • LESEZEICHEN
  • Bewertet. / 5. Basierend auf Kundenbewertungen
Seitenansicht 101
The Unofficial Star Wars the Old Republic Strategy Guide
The second goal for a tank is avoiding
the avoidable attacks. Often times these
are area effects on the ground that have
visual cues, though sometimes it has to
deal with enemies who knockdown. A good
idea is to keep your back against a wall or
structure so that if you are knocked down,
you don't go flying into more bad things
and you won't have to run to get back to
the enemy.
In a group one of the particular tasks a
tank will have is the pull, or the act of
starting combat. On bosses this is usually
pretty simple as there is but one target. In
group combat however, you need to pick
the appropriate enemy to kill first and 99%
of the time, that's the group healer. They
can make everyone's life a lot harder. So,
jump in with a direct attack on the healer
and then follow with an AE attack to get the
rest of the group to attack you. Then it's a
balance of keeping threat on all targets
while ensuring that your primary target is
unable to act. In terms of target priority,
you want to kill healers, melee DPS, ranged
DPS and finally tanks.
Damage Role
The two goals for a damage player are
keeping the healer alive and avoiding what
can be avoided. Plainly and simply, a dead
healer will mean death for you and the
group in short order. Even though the tank
will try to accomplish the same goal,
sometimes there are enemies that will
bypass the tank and head straight for the
healer. Examples include bosses that
summon additional reinforcements, most of
the time they will head straight to the
healer. Your role is to take them out
quickly.
Secondly, your role is to not get hit.
Many enemies have frontal attacks,
meaning you want to keep your distance
from their faces. Melee should stand to
their sides while ranged characters should
stay close to maximum range. When you
see something on the ground that deals
damage, typically a reticule before the
actual attack, move, even if this means you
aren't dealing damage. The adage goes, a
dead DPS does no DPS.
In some cases, there is damage that you
simply cannot avoid. These include AE
attacks that have no minimum range, boss
attacks that hit random players and simple
bad timing. These attacks are in the
102
Seitenansicht 101
1 2 ... 97 98 99 100 101 102 103 104 105 106 107 ... 123 124

Kommentare zu diesen Handbüchern

Keine Kommentare